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Fix indentation in mcl_mobs/api.txt
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@ -44,7 +44,7 @@ functions needed for the mob to work properly which contains the following:
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'passive' when true allows animals to defend themselves when hit,
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otherwise they amble onwards.
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'walk_velocity' is the speed that your mob can walk around.
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'run_velocity' is the speed your mob can run with, usually when attacking.
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'run_velocity'is the speed your mob can run with, usually when attacking.
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'walk_chance' has a 0-100 chance value your mob will walk from standing,
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set to 0 for jumping mobs only.
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'jump' when true allows your mob to jump updwards.
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@ -66,13 +66,13 @@ functions needed for the mob to work properly which contains the following:
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walking, 0 to turn off height fear.
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'fall_speed' has the maximum speed the mob can fall at, default is -10.
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'fall_damage' when true causes falling to inflict damage.
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'water_damage' holds the damage per second infliced to mobs when standing in
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'water_damage'holds the damage per second infliced to mobs when standing in
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water (default: 0).
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'lava_damage' holds the damage per second inflicted to mobs when standing
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in lava (default: 8).
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'fire_damage' holds the damage per second inflicted to mobs when standing
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in fire (default: 1).
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'light_damage' holds the damage per second inflicted to mobs when it's too
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'light_damage'holds the damage per second inflicted to mobs when it's too
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bright (above 13 light).
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'suffocation' when true causes mobs to suffocate inside solid blocks (2 damage per second).
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'floats' when set to 1 mob will float in water, 0 has them sink.
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@ -119,7 +119,7 @@ functions needed for the mob to work properly which contains the following:
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attacking.
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'dogshoot_switch' allows switching between attack types by using timers
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(1 for shoot, 2 for dogfight)
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'dogshoot_count_max' contains how many seconds before switching from
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'dogshoot_count_max'contains how many seconds before switching from
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dogfight to shoot.
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'dogshoot_count2_max' contains how many seconds before switching from shoot
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to dogfight.
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@ -136,7 +136,7 @@ functions needed for the mob to work properly which contains the following:
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in minetest.conf is not false).
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'immune_to' is a table that holds specific damage when being hit by
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certain items e.g.
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{"default:sword_wood", 0} -- causes no damage.
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{"default:sword_wood",0} -- causes no damage.
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{"default:gold_lump", -10} -- heals by 10 health points.
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{"default:coal_block", 20} -- 20 damage when hit on head with coal blocks.
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@ -194,9 +194,10 @@ functions needed for the mob to work properly which contains the following:
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'punch2' animations.
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'animation' holds a table containing animation names and settings for use with mesh models:
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'stand_start' start frame for when mob stands still.
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{
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'stand_start'start frame for when mob stands still.
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'stand_end' end frame of stand animation.
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'stand_speed' speed of animation in frames per second.
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'stand_speed'speed of animation in frames per second.
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'walk_start' when mob is walking around.
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'walk_end'
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'walk_speed'
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@ -206,19 +207,20 @@ functions needed for the mob to work properly which contains the following:
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'fly_start' when a mob is flying.
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'fly_end'
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'fly_speed'
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'punch_start' when a mob melee attacks.
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'punch_start'when a mob melee attacks.
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'punch_end'
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'punch_speed'
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'punch2_start' alternative melee attack animation.
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'punch2_end'
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'punch2_speed'
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'shoot_start' shooting animation.
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'shoot_start'shooting animation.
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'shoot_end'
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'shoot_speed'
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'die_start' death animation
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'die_end'
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'die_speed'
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'die_loop' when set to false stops the animation looping.
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}
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Using '_loop = false' setting will stop any of the above animations from
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looping.
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@ -237,7 +239,7 @@ functions needed for the mob to work properly which contains the following:
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'rain_damage' damage per second if mob is standing in rain (default: 0)
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'sunlight_damage' holds the damage per second inflicted to mobs when they
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are in direct sunlight
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'spawn_small_alternative': name of a smaller mob to use as replacement if
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'spawn_small_alternative' name of a smaller mob to use as replacement if
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spawning fails due to space requirements
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'glow' same as in entity definition
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'child' if true, spawn mob as child
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@ -303,7 +305,7 @@ enhance mob functionality and have them do many interesting things:
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'on_die' a function that is called when the mob is killed; the
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parameters are (self, pos). Return true to skip the builtin
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death animation and death effects
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'on_rightclick' its same as in minetest.register_entity()
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'on_rightclick'its same as in minetest.register_entity()
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'on_blast' is called when an explosion happens near mob when using TNT
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functions, parameters are (object, damage) and returns
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(do_damage, do_knockback, drops)
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@ -314,13 +316,13 @@ enhance mob functionality and have them do many interesting things:
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'on_breed' called when two similar mobs breed, paramaters are
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(parent1, parent2) objects, return false to stop child from
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being resized and owner/tamed flags and child textures being
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applied. Function itself must spawn new child mob.
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applied.Function itself must spawn new child mob.
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'on_grown' is called when a child mob has grown up, only paramater is
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(self).
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'do_punch' called when mob is punched with paramaters (self, hitter,
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time_from_last_punch, tool_capabilities, direction), return
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false to stop punch damage and knockback from taking place.
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'custom_attack' when set this function is called instead of the normal mob
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'custom_attack'when set this function is called instead of the normal mob
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melee attack, parameters are (self, to_attack).
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'on_die' a function that is called when mob is killed (self, pos)
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'do_custom' a custom function that is called every tick while mob is
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@ -341,9 +343,9 @@ for each mob.
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damage at all (cannot exceed self.breath_max). Breath
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decreases by 1 each second while in a node with drowning
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damage and increases by 1 each second otherwise.
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'self.texture_list' contains list of all mob textures
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'self.texture_list'contains list of all mob textures
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'self.child_texture' contains mob child texture when growing up
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'self.base_texture' contains current skin texture which was randomly
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'self.base_texture'contains current skin texture which was randomly
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selected from textures list
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'self.gotten' this is used to track whether some special item has been
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gotten from the mob, for example, wool from sheep.
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@ -412,7 +414,7 @@ command which uses above names to make settings clearer:
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For each mob that spawns with this function is a field in mobs.spawning_mobs.
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It tells if the mob should spawn or not. Default is true. So other mods can
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It tells if the mob should spawn or not.Default is true.So other mods can
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only use the API of this mod by disabling the spawning of the default mobs in
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this mod.
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@ -420,7 +422,7 @@ this mod.
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mobs:spawn_abm_check(pos, node, name)
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This global function can be changed to contain additional checks for mobs to
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spawn e.g. mobs that spawn only in specific areas and the like. By returning
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spawn e.g. mobs that spawn only in specific areas and the like.By returning
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true the mob will not spawn.
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'pos' holds the position of the spawning mob
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@ -452,7 +454,7 @@ This function registers a arrow for mobs with the attack type shoot.
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'name' is the name of the arrow
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'definition' is a table with the following values:
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'visual' same is in minetest.register_entity()
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'visual_size' same is in minetest.register_entity()
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'visual_size'same is in minetest.register_entity()
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'textures' same is in minetest.register_entity()
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'velocity' the velocity of the arrow
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'drop' if set to true any arrows hitting a node will drop as item
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@ -488,7 +490,7 @@ This function registers a spawn egg which can be used by admin to properly spawn
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'name' this is the name of your new mob to spawn e.g. "mob:sheep"
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'description' the name of the new egg you are creating e.g. "Spawn Sheep"
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'background' the texture displayed for the egg in inventory
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'background'the texture displayed for the egg in inventory
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'addegg' would you like an egg image in front of your texture (1 = yes,
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0 = no)
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'no_creative' when set to true this stops spawn egg appearing in creative
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@ -504,7 +506,7 @@ mobs:boom(self, pos, radius)
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'radius' radius of explosion (typically set to 3)
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This function generates an explosion which removes nodes in a specific radius
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and damages any entity caught inside the blast radius. Protection will limit
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and damages any entity caught inside the blast radius.Protection will limit
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node destruction but not entity damage.
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@ -548,7 +550,7 @@ mobs:protect(self, clicker)
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This function can be used to right-click any tamed mob with mobs:protector item,
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this will protect the mob from harm inside of a protected area from other
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players. Will return true when mob right-clicked with mobs:protector item.
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players.Will return true when mob right-clicked with mobs:protector item.
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'self' mob information
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'clicker' player information
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@ -584,7 +586,7 @@ This function allows an attached player to move the mob around and animate it at
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same time.
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'self' mob information
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'move_animation' string containing movement animation e.g. "walk"
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'move_animation'string containing movement animation e.g. "walk"
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'stand_animation' string containing standing animation e.g. "stand"
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'can_fly' if true then jump and sneak controls will allow mob to fly
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up and down
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@ -602,7 +604,7 @@ controls.
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'can_shoot' true if mob can fire arrow (sneak and left mouse button
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fires)
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'arrow_entity' name of arrow entity used for firing
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'move_animation' string containing name of pre-defined animation e.g. "walk"
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'move_animation'string containing name of pre-defined animation e.g. "walk"
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or "fly" etc.
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'stand_animation' string containing name of pre-defined animation e.g.
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"stand" or "blink" etc.
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@ -629,7 +631,7 @@ Certain variables need to be set before using the above functions:
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'self.accel' acceleration speed
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'self.terrain_type' integer containing terrain mob can walk on
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(1 = water, 2 or 3 = land)
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'self.driver_attach_at' position offset for attaching player to mob
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'self.driver_attach_at'position offset for attaching player to mob
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'self.driver_eye_offset' position offset for attached player view
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'self.driver_scale' sets driver scale for mobs larger than {x=1, y=1}
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@ -648,7 +650,7 @@ External Settings for "minetest.conf"
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multiplied by this number), defaults to 1.0.
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'mob_spawn_chance' multiplies chance of all mobs spawning and can be set
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to 0.5 to have mobs spawn more or 2.0 to spawn less.
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e.g. 1 in 7000 * 0.5 = 1 in 3500 so better odds of
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e.g.1 in 7000 * 0.5 = 1 in 3500 so better odds of
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spawning.
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'mobs_spawn' if false then mobs no longer spawn without spawner or
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spawn egg.
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